Map compilation errors
From modwiki
The following errors may occur when a map is compiled.
Contents |
Leaks
Severe: Leaks occur when an entity is exposed to the void.
Finding Leaks
First of all, make sure the map has one info_player_start entity. Whenever you compile a map and a leak occurs information about that leak is stored in the pointfile. You can view this information by selecting File > Pointfile in DoomEdit immediately after a failed compile.
The editor will draw a red line connecting an entity to empty space. You should travel along the line (hotkey: shift+ctrl+k) until you find the hole in your level and seal it with a brush. If the reason for the leak is not immediately obvious review the following:
- Origin: Regardless of whether the entity appears to be protected from the void its origin may be outside. This is especially prevelent with large animating models.
- Surface: Some materials are non-solid or translucid. These materials do not seal the map and upon compile the engine will report a leak. A material's corresponding material shader can yield clues as to why a certain texture will not seal the map. If the pointfile seems to go through a solid piece of geometry check that surface's material to see if the problem lies there.
Warning: reached outside from entity X
Severe: This is a very specific type of leak. Open the map in the editor, select a brush that doesn't belong to any entity and go to the Entity Inspector (hotkey: N). The worldspawn entity should be selected (try again if this is not the case). Make sure the worldspawn entity does not have an "angle" key. If it does, delete it.
Warning: Backwards triangle generated
Benign: This is a compiler optimisation problem and can be ignored.
Warning: Backwards triangle in input
Benign: This is a compiler optimisation problem and can be ignored.
Warning: node without a volume
Benign: This warning appears when you have a non-enclosed patch (like a cylinder patch without caps) but can be ignored; depending on circumstances leaving those patches open may look bad while playing though.
Fatal Error: Warning: No free entities.
Severe: Your map has too many entities. The engine is limited to 4096 entities so you need to delete some. Go to Edit > Map Info in DoomEdit to check how many your map currently has.
#IND/#INF
Severe: A problem who's cause is yet to be determined. On occasion the editor will save out a map file where it replaces some of the numerical values in the map file with the character string #IND or #INF. There is a means to salvage your map but you may or may not lose some brushwork in the process.
- Make a copy of the map file
- Open the map file in a text editor
- Open a search and replace dialog
- Use #IND or #INF, depending on the error, as the search term and leave the replace term blank (Ensure you match the whole word)
- Replace all instances and save the file
- Load the modifed map file in the editor
- Clear your map of any corrupt brushes
- Save the map under a different file name
Error: i >= MAX_REACH_PER_AREA
Severe: An error issued by the AAS compiler. An Area that has been created has more than 256 adjoining Areas. You should simplify the map geometry using monster clip, blocking off areas that AI won't go. May also be caused by surrounding the map with a large caulk hull with leaks between the map and hull.

